Page 110 - Player's Handbook
P. 110

FEY PRESENCE                                      EXPANDED   SPELL LIST
            Starting at 1st leveI, your patron bestows upon you the  The Fiend lets you choose from an expanded list of
            ability to project the beguiling and fearsome presence  spells when you learn a warlock spell. The following
            of the fey. As an action, you can cause each creature in  spells are added to the warlock spelllist for YOU.
            a 10-foot cube originating from you to make a Wisdom
            saving throw against your warlock spell save DC. The  FIEND  EXPANDED  SPELlS
            creatures that fail their saving throws are ali charmed  Spelllevel  Spells
            or frightened by you (your choice) until the end of
            your next turno                                       1st    burning hands, command
              Once you use this feature, you can't use it again until  2nd  b/indnessjdeaJness, scorching roy
            you finish a short or long rest.                      3rd    fireba//, stinking c10ud
                                                                  4th    fire shield, wa// oJfire
            MISTY ESCAPE                                          5th    flame strike, ha//ow
            Starting at 6th leveI, you can vanish in a puff of mist in
            response to harm. When you take damage, you can use  DARK ONE'S  BLESSING
            your reaction to turn invisible and teleport up to 60 feet  Starting at 1st levei, when you reduce a hostile creature
            to an unoccupied space you can see. Vou remain invisible  to Ohit points, you gain temporary hit points equal to your
            until the start of your next turn or until you attack or  Charisma modifier +your warlock levei (minimum of 1).
            cast a spell.
              Once you use this feature, you can't use it again until  DARK ONE'S  OWN LUCK
            you finish a short or long rest.                  Starting at 6th leveI, you can call on your patron to alter
                                                              fate in your favor. When you make an ability check or a
            BEGUILING  DEFENSES                               saving throw, you can use this feature to add a dlO to
            Beginning at 10th levei, your patron teaches you how to  your roll. Vou can do so after seeing the initial roll but
            turn the mind-affecting magic of your enemies against  before any of the roll's effects occur.
            them. Vou are immune to being charmed, and when     Once you use this feature, you can't use it again until
            another creature attempts to charm you, you can use  you finish a short or long rest.
            your reaction to attempt to turn the charm back on
            that creature. The creature must succeed on a Wisdom  FIENDISH  RESILIENCE
            saving throw against your warlock spell save DC or  Starting at 10th leveI, you can choose one damage type
            be charmed by you for 1 minute or until the creature  when you finish a short or long rest. Vou gain resistance
            takes any damage.                                 to that damage type until you choose a different one
                                                              with this feature. Damage from magical weapons or
            DARK DELIRIUM                                     silver weapons ignores this resistance.
            Starting at 14th leveI, you can plunge a creature into
            an illusory realm. As an action, choose a creature  HURL THROUGH   HELL
            that you can see within 60 feet of YOU.It must make a  Starting at 14th leveI, when you hit a creature with an
            Wisdom saving throw against your warlock spell save  attack, you can use this feature to instantly transport
            DC. On a failed save, it is charmed or frightened by you  the target through the lower planes. The creature
            (your choice) for 1 minute or until your concentration  disappears and hurtles through a nightmare landscape.
            is broken (as if you are concentrating on a spell). This  At the end of your next turn, the target returns to the
            effect ends early if the creature takes any damage.  space it previously occupied, or the nearest unoccupied
             Until this illusion ends, the creature thinks it is lost  space. ]f the target is not a fiend, it takes IOdlO psychic
            in a misty realm, the appearance of which you choose.  damage as it reels from its horrific experience.
            The creature can see and hear only itself, you, and  Once you use this feature, you can't use it again until
            the illusion.                                     you finish a long rest.
             Vou must finish a short or long rest before you can
            use this feature again.                           THE GREAT OLD ONE
                                                              Vour patron is a mysterious entity whose nature is
            THE FIEND
                                                              utterly foreign to the fabric of reality. It might come from
            Vou have made a pact with a fiend from the lower  the Far Realm, the space beyond reality, or it could be
            planes of existence, a being whose aims are evil,  one of the elder gods known only in legends. [ts motives
            even if you strive against those aims. Such beings  are incomprehensible  to mortaIs, and its knowledge so
            desire the corruption or destruction of ali things,  immense and ancient that even the greatest libraries
            ultimately including you. Fiends powerful enough to  pale in comparison to the vast secrets it holds. The
            forge a pact include demon lords such as Demogorgon,  Great Old One might be unaware of your existence
            Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such  or entirely indifferent to you, but the secrets YOllhave
            as Asmodeus, Dispater, Mephistopheles, and Belial;  learned allow YOllto draw YOllrmagic from it.
            pit fiends and balors that are especially mighty; and  Entities of this type inclllde Ghallnadar, called That
            ultroloths and other lords of the yugoloths.      Which Lllrks; Tharizdun, the Chained God; Dendar, the
                                                              Night Serpent; Zargon, the Retllrner; Great Cthlllhll;
                                                              and other unfathomable beings.


                                                                                              PART 1  (l  .\SSES
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